Description

Genasi are descended from elemental-related creatures, such as efreet, dao, djinn, jann, and marids, among others. Most of them have had no direct contact with their elemental forebears, but the signs of their heritage are apparent. Genasi take great pride in their distinctive features and abilities.

Air genasi see themselves as the inheritors of the sky, the wind, and the very air of the world. They are most often neutral, They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as a light blue color to their skin or hair, a slight breeze in their presence at all times, or flesh that is cool to the touch. They care little for their appearance and tend to have wind-tossed hair and much-mended clothes. Their emotions vary quickly between calm reserve and great intensity.

Regions

Air genasi are common in Calimshan, for much of that land was long ago ruled by djinn.

Religion

Unlike statet in the Player's Handbook, characters in the Forgotten Realms almost always have a patron deity. See FRCS p. 39 for more details.

Combat

Racial Traits

Air genasi have the following traits:

+2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma: Air genasi are quick of hand and sharp of wit, but easily distracted and arrogant.

Darkvision up to 60 feet.

Levitate (Sp): Air genasi can use levitate once per day as cast by a 5th-level sorcerer.

Clerical Focus: An air genasi cleric must choose a deity who grant access to the Air domain and select Air as one of her two domains.

+1 racial bonus on saving throws against all air spells and effects. This bonus increases by +1 for every five class levels the genasi attains.

Breathless: Air genasi do not breathe, so they are immune to drowning, suffocation, and attacks that require inhalation (such as some types of poisons).

Outsider: Air genasi are native outsiders.

Any languages are allowed as bonus languages, exccept secret languages, such as Druidic.

Native Outsider

Due to the strength of their divine or infernal bloodlines, each of the planetouched races possess the unusual characteristics of being an outsider native to Faerûn, not a humanoid. This has three principal effects:

First, spells or effects that affect only humanoids, such as a charm person or a dominate person spell, do not affect planetouched characters.

Second, spells and effects that target extraplanar creatures may affect planetouched characters. For example, the mace of smiting and the sword of the planes are more effective against outsiders, and are correspondingly more dangerous to a planetouched character. A spell that drives outsiders back to their home planes does not affect planetouched characters, but banishment – a spell that removes an outsider from the caster's plane without specifying a return to the outsider's native plane – would work just finde.

Finally, Faerûn's planetouched have lived on Toril long enough for Toril to become, in effect, their native plane. This means that planetouched characters can be raised or resurrected normally, whereas most outsiders cannot be brought back from the dead without the use of a miracle or wish spell.